Running the examples

The OpenSceneGraph has an ever growing number of examples available for developers to learn from. Following is a guide to gettting these examples running.

Once the OpenSceneGraph is installed you will need place the location where it was installed on the you systems paths environmental variables, and then download the demo data and set the OSG_FILE_PATH so that the file loading can locate the datasets. It is probably worth setting you autoexec.bat, .bashrc or.tcsh etc to pick up on these settings so that next time you log in everything is in easy reach.

Windows:

set PATH=path;C:\OpenSceneGraph\bin
set OSG_FILE_PATH=C:\OpenSceneGraph-Data;C:\OpenSceneGraph-Data\Images

All the examples run on the commandline, most requiring parameters, such as what file to load, if you are in any doubt just run the application and it will either run, or provide help on what options it accepts. You can also print out full help my running the example with the keyword --help.

To run the examples in quite sucession, use the runexamples.bat script which can be found in the the root of the OpenSceneGraph distribution:

./runexamples.bat

Press Escape to close each application and move on to the next application.

Brief introduction to the examples

example

thumbnail

startup example

description

osganimate

osganimate --overlay

Demonstrates the use of osg::AnimationPath for setting up animations for transform nodes and the usage of osg::OverlayNode. Three overlay modes can be specified as argument:--overlay or --object OBJECT_DEPENDENT_WITH_ORTHOGRAPHIC_OVERLAY--ortho or --orthographic VIEW_DEPENDENT_WITH_ORTHOGRAPHIC_OVERLAY--persp or --perspective VIEW_DEPENDENT_WITH_PERSPECTIVE_OVERLAY

osgautotransform

osgbillboard

osgbillboard

Demonstrates how to create the various types of billboard supported by the OpenSceneGraph. Billboards are typically used for trees or particles effects.

osgblendequation

osgcallback

osgcamera

osgcatch

osgcegui

osgclip

osgcluster

osgcompositeviewer

osgcompositeviewer cow.osg -3

Demonstrates the use of the compositeviewer. -1 Single view with fountain.osg and a statshandler and trackballmanipulator-2 Two views each on a different screen sharing the same scene. First view trackballmanipulator and statesetmanipulator. Second view statshandler, trackballmanipulator and a pickhandler.-3 Three views within a single window. Window and graphics context manually created. First view (left bottom) with several event handlers. Second view (right bottom) with a trackballmanipulator and a pickhandler. Third view (upper half) with cessnafire.osg and a trackballmanipulator.

Demonstrates the use of deep vs shallow vs custom copying of scene graphs. A specialized CopyOp class is used to output all copying that takes place when performing a deep or shallow copy. This example allows for quick experimentation (in source) with the different CopyOp flags.

osgcubemap

osgdelaunay

osgdepthpartition

osgdepthpeeling

osgdistortion

osgfadetext

osgforest

osgfxbrowser

osggeodemo

osggeometry

osghangglide

osghangglide

The hang glide demo creates a simple flying site (Don Burns local hang glide site in fact!), demonstrating how to create simple terrain, trees and skydomes, and how to implement a simple flight camera manipulator to allow the user to fly around.

osghud

osghud glider.osg

Very similar to the basic osgviewer demo, but adds an orthographic projection over the top of the main 3D view to create a head up display effect. Also demonstrates how to use osgText.

osgimpostor

osgintersection

osgintrospection

osgkeyboard

osgkeyboardmouse

osglauncher

osglight

osglightpoint

osglogicop

osglogo

osgmanipulator

osgmotionblur

osgmovie

osgmultitexture

osgoccluder

osgpagedlod

osgparametric

osgparticle

osgparticleeffects

osgphotoalbum

osgpick

osgplanets

osgpoints

osgpointsprite

osgprecipitation

osgprerendercubemap

osgprerender

osgreflect

osgreflect cow.osg

An example of how to set up planar reflections using the standard multi-pass stencil buffer algorithm. This is all handled within the scene graph, so there is no need to hardwire multi-pass effects into your own application.

osgscalarbar

osgscribe

osgscribe cow.osg

An example of how to decorate your scene graph geometry for useful effects such as scribing. This demo uses two instances of your model, the first one uses the state values set in your scene graph, the second instance override the polygmode to render it as wireframe, and with a polygon offset to ensure it is seen from all angles. These two instance are grouped together and then are treated like any other scene graph.

An example of use node maks to select different parts of the scene graph for different traversals, in this case two separate images are drawn for the left and right eyes to generate a stereo 3D image from two flat images!

osgteapot

osgterrain

osgtessellate

osgtext

osgtext

An example showing how to creating the various different typs of text that the osgText library supports.

osgtexture1D

osgtexture2D

osgtexture3D

osgtexturerectangle

osgunittests

osgvertexprogram

osgviewerCocoa

osgviewerFLTK

osgviewerFOX

osgviewerGLUT

osgviewerMFC

osgviewerQT

osgviewerSDL

osgviewerWX

osgvolume

Needs a list of 2D images, or a 3D image (.dds)Options:--clip <ratio> clip volume as a ratio, 0.0 clip all, 1.0 clip none.--compressed Enable the usage of compressed textures.--compressed-arb Enable the usage of OpenGL ARB compressed textures --compressed-dxt1 Enable the usage of S3TC DXT1 compressed textures.--compressed-dxt3 Enable the usage of S3TC DXT3 compressed textures.--compressed-dxt5 Enable the usage of S3TC DXT5 compressed textures.--images [filenames] Specify a stack of 2d images to build the 3d volume from.--maxTextureSize <size> Set the texture maximum resolution in the s,t,r (x,y,z) dimensions.--modulate-alpha-by-luminance For each pixel multiple the alpha value by the luminance.--num-components <num> Set the number of components to in he target image.--r_maxTextureSize <size> Set the texture maximum resolution in the r (z) dimension. --replace-alpha-with-luminance For each pixel mSet the alpha value to the luminance.--s_maxTextureSize <size> Set the texture maximum resolution in the s (x) dimension.--shader Use OpenGL Shading Language.--t_maxTextureSize <size> Set the texture maximum resolution in the t (y) dimension.--xMultiplier <multiplier> Tex coord x mulitplier.--xSize <size> Relative width of rendered brick.--yMultiplier <multiplier> Tex coord y mulitplier.--ySize <size> Relative length of rendered brick.--zMultiplier <multiplier> Tex coord z mulitplier.--zSize <size> Relative height of rendered brick.-h or --help Display this information-n Create normal map for per voxel lighting.-s <numSlices> Number of slices to create.